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FilmShader.js
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104
FilmShader.js
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* Film grain & scanlines shader
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*
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* - ported from HLSL to WebGL / GLSL
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* http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
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*
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* Screen Space Static Postprocessor
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*
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* Produces an analogue noise overlay similar to a film grain / TV static
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*
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* Original implementation and noise algorithm
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* Pat 'Hawthorne' Shearon
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*
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* Optimized scanlines + noise version with intensity scaling
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* Georg 'Leviathan' Steinrohder
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*
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* This version is provided under a Creative Commons Attribution 3.0 License
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* http://creativecommons.org/licenses/by/3.0/
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*/
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THREE.FilmShader = {
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uniforms: {
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"tDiffuse": { type: "t", value: null },
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"time": { type: "f", value: 0.0 },
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"nIntensity": { type: "f", value: 0.5 },
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"sIntensity": { type: "f", value: 0.05 },
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"sCount": { type: "f", value: 4096 },
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"grayscale": { type: "i", value: 1 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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// control parameter
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"uniform float time;",
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"uniform bool grayscale;",
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// noise effect intensity value (0 = no effect, 1 = full effect)
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"uniform float nIntensity;",
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// scanlines effect intensity value (0 = no effect, 1 = full effect)
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"uniform float sIntensity;",
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// scanlines effect count value (0 = no effect, 4096 = full effect)
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"uniform float sCount;",
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"void main() {",
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// sample the source
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"vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
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// make some noise
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"float x = vUv.x * vUv.y * time * 1000.0;",
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"x = mod( x, 13.0 ) * mod( x, 123.0 );",
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"float dx = mod( x, 0.01 );",
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// add noise
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"vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
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// get us a sine and cosine
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"vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
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// add scanlines
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"cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
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// interpolate between source and result by intensity
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"cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
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// convert to grayscale if desired
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"if( grayscale ) {",
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"cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
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"}",
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"gl_FragColor = vec4( cResult, cTextureScreen.a );",
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"}"
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].join("\n")
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};
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